flowmaid 0.16.0

Mermaid-like diagram engine in pure std Rust (flowcharts, ER, UML class, sequence, pie, state, mindmap & user-journey diagrams): hand-written parser, Sugiyama-style layout, SVG renderer, and an interactive scene API for drag-and-drop apps. Zero dependencies.
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
//! Sugiyama-style layout engine (compact edition):
//!
//! 1. Detect back-edges via DFS so cycles don't break layering.
//! 2. Assign layers with longest-path (topological, Kahn-style).
//! 3. Order within layers using the barycenter heuristic
//!    (reduces edge crossings).
//! 4. Assign coordinates: per-layer packing + alignment towards
//!    neighbours (parents/children) without overlap.
//!
//! Everything is computed in abstract coordinates (b = breadth,
//! l = layer / depth); the renderer maps them to final x,y
//! according to the diagram direction (TD/LR/BT/RL).

use crate::model::{Direction, EdgeKind, Graph, Node, Shape};
use std::collections::VecDeque;

/// Position & size of one node in abstract coordinates.
pub struct Placed {
    /// Centre point on the breadth axis.
    pub b: f64,
    /// Centre point on the layer axis.
    pub l: f64,
    /// Node size along the breadth axis.
    pub bsize: f64,
    /// Node size along the layer axis.
    pub lsize: f64,
    /// Layer index.
    pub layer: usize,
}

pub struct LayoutResult {
    pub nodes: Vec<Placed>,
    pub total_b: f64,
    pub total_l: f64,
    /// Per original edge: the abstract `(b, l)` waypoints its virtual-
    /// node chain passes through (empty for adjacent-layer edges). A
    /// renderer can spline through these so a long edge routes in the
    /// channel between layers instead of straight across the nodes.
    pub edge_paths: Vec<Vec<(f64, f64)>>,
}

const PAD_X: f64 = 16.0;
const BASE_H: f64 = 38.0;
const MIN_W: f64 = 54.0;
const GAP_B: f64 = 62.0; // gap between nodes within a layer
const GAP_L: f64 = 84.0; // gap between layers
const MARGIN: f64 = 28.0;

/// Line height for multi-line labels (`<br/>` → newline).
pub const LINE_H: f64 = 17.0;

/// Estimated rendered width of the WIDEST line in `s` (labels may
/// be multi-line after `<br/>` normalisation).
pub fn text_width(s: &str) -> f64 {
    s.split('\n').map(line_width).fold(0.0, f64::max)
}

/// Number of text lines in a label (at least 1).
pub fn line_count(s: &str) -> usize {
    s.split('\n').count().max(1)
}

/// Width of a single line (Helvetica ~14px) per character class.
/// Without real font metrics this stays approximate, but it is far
/// more accurate than a flat average: capitals ~9.7px, i/l ~3.4px,
/// m/W ~12-13px, CJK/emoji ~14px.
fn line_width(s: &str) -> f64 {
    s.chars()
        .map(|c| match c {
            'i' | 'l' | 'j' => 3.4,
            ' ' | '.' | ',' | ':' | ';' | '!' | '\'' | 't' | 'f' | 'I' | '|' => 3.9,
            'r' | '(' | ')' | '[' | ']' | '-' | '/' => 4.7,
            's' | 'c' | 'k' | 'v' | 'x' | 'y' | 'z' | 'J' => 7.0,
            'm' | 'M' => 11.7,
            'w' => 10.1,
            'W' => 13.2,
            'A'..='Z' => 9.7,
            c if (c as u32) >= 0x2E80 => 14.0, // CJK, emoji, wide symbols
            _ => 7.8,
        })
        .sum()
}

/// Intrinsic node size (width, height) in pixels, based on shape,
/// the estimated widest-line width, and the number of label lines.
pub fn intrinsic_size(node: &Node) -> (f64, f64) {
    let tw = text_width(&node.label);
    // Height grows with extra label lines beyond the first.
    let extra = (line_count(&node.label) - 1) as f64 * LINE_H;
    let base_h = BASE_H + extra;
    match node.shape {
        Shape::Rect | Shape::Rounded => ((tw + 2.0 * PAD_X).max(MIN_W), base_h),
        Shape::Stadium => ((tw + 2.0 * PAD_X + 12.0).max(MIN_W + 12.0), base_h),
        // Subroutine has inner side bars; parallelograms slant — both
        // need a bit of extra horizontal room.
        Shape::Subroutine | Shape::Parallelogram | Shape::ParallelogramAlt => {
            ((tw + 2.0 * PAD_X + 24.0).max(MIN_W + 24.0), base_h)
        }
        // Hexagon points eat horizontal space.
        Shape::Hexagon => ((tw + 2.0 * PAD_X + 28.0).max(MIN_W + 28.0), base_h),
        // Cylinder caps add vertical room.
        Shape::Cylinder => ((tw + 2.0 * PAD_X).max(MIN_W), base_h + 16.0),
        // Diamonds need extra room so the text fits in the middle.
        Shape::Diamond => (((tw + 24.0) * 1.6).max(80.0), base_h * 1.7),
        Shape::Circle => {
            let d = (tw + 24.0).max(52.0).max(base_h);
            (d, d)
        }
        Shape::DoubleCircle => {
            let d = (tw + 32.0).max(60.0).max(base_h);
            (d, d)
        }
        // stateDiagram pseudostates: fixed size, no label.
        Shape::StateStart => (14.0, 14.0),
        Shape::StateEnd => (18.0, 18.0),
        Shape::ForkBar => (60.0, 8.0),
    }
}

pub fn layout(g: &Graph) -> LayoutResult {
    let sizes: Vec<(f64, f64)> = g.nodes.iter().map(intrinsic_size).collect();
    layout_sized(g, &sizes)
}

/// Same as [`layout`] but with caller-provided node sizes (width,
/// height in pixels) — used by pipelines where node size doesn't
/// come from the label, e.g. ER entity tables or icon nodes.
pub fn layout_sized(g: &Graph, sizes: &[(f64, f64)]) -> LayoutResult {
    assert_eq!(
        sizes.len(),
        g.nodes.len(),
        "number of sizes must match number of nodes"
    );
    let n = g.nodes.len();
    let mut adj: Vec<Vec<(usize, usize)>> = vec![Vec::new(); n];
    for (ei, e) in g.edges.iter().enumerate() {
        adj[e.from].push((e.to, ei));
    }

    // --- 1. Mark back-edges (cycle breakers) with iterative DFS ---
    let mut state = vec![0u8; n]; // 0 unvisited, 1 on stack, 2 done
    let mut back = vec![false; g.edges.len()];
    for s in 0..n {
        if state[s] != 0 {
            continue;
        }
        state[s] = 1;
        let mut stack: Vec<(usize, usize)> = vec![(s, 0)];
        while !stack.is_empty() {
            let (u, ci) = *stack.last().unwrap();
            if ci < adj[u].len() {
                stack.last_mut().unwrap().1 += 1;
                let (v, ei) = adj[u][ci];
                if v == u {
                    back[ei] = true; // self-loop
                    continue;
                }
                match state[v] {
                    0 => {
                        state[v] = 1;
                        stack.push((v, 0));
                    }
                    1 => back[ei] = true, // edge back to an ancestor = cycle
                    _ => {}
                }
            } else {
                state[u] = 2;
                stack.pop();
            }
        }
    }

    // --- 2. Longest-path layering on the DAG (back-edges excluded) ---
    let mut indeg = vec![0usize; n];
    for (ei, e) in g.edges.iter().enumerate() {
        if !back[ei] {
            indeg[e.to] += 1;
        }
    }
    let mut layer = vec![0usize; n];
    let mut q: VecDeque<usize> = (0..n).filter(|&v| indeg[v] == 0).collect();
    while let Some(u) = q.pop_front() {
        for &(v, ei) in &adj[u] {
            if back[ei] {
                continue;
            }
            if layer[u] + 1 > layer[v] {
                layer[v] = layer[u] + 1;
            }
            indeg[v] -= 1;
            if indeg[v] == 0 {
                q.push_back(v);
            }
        }
    }

    // --- Virtual (dummy) nodes over an AUGMENTED graph. An edge that
    // spans >1 layer is broken into a chain of dummies (one per crossed
    // layer) so it takes part in ordering and RESERVES a routing channel
    // — real nodes spread around it instead of it cutting straight
    // across them. Augmented index space: real nodes `0..n`, dummies
    // `n..`. `absize`/`alsize` are the breadth/layer sizes per aug node.
    const DUMMY_B: f64 = 16.0;
    let horizontal = matches!(g.direction, Direction::LR | Direction::RL);
    let mut alayer = layer.clone();
    let mut absize: Vec<f64> = (0..n)
        .map(|v| if horizontal { sizes[v].1 } else { sizes[v].0 })
        .collect();
    let mut alsize: Vec<f64> = (0..n)
        .map(|v| if horizontal { sizes[v].0 } else { sizes[v].1 })
        .collect();
    let mut preds: Vec<Vec<usize>> = vec![Vec::new(); n];
    let mut succs: Vec<Vec<usize>> = vec![Vec::new(); n];
    // Per original edge: dummy chain in the edge's own from→to order.
    let mut edge_chain: Vec<Vec<usize>> = vec![Vec::new(); g.edges.len()];
    for (ei, e) in g.edges.iter().enumerate() {
        if e.from == e.to {
            continue; // self-loop — no layered path
        }
        // Order the endpoints by layer (lo below hi) to build the chain.
        let ascending = alayer[e.from] <= alayer[e.to];
        let (lo, hi) = if ascending { (e.from, e.to) } else { (e.to, e.from) };
        let (llo, lhi) = (alayer[lo], alayer[hi]);
        if lhi <= llo + 1 {
            if llo < lhi {
                succs[lo].push(hi);
                preds[hi].push(lo);
            }
            continue; // same or adjacent layer — no dummies
        }
        // Invisible links (ranking-only) and back-edges get NO channel:
        // the former must not inflate the canvas, and a back-edge routed
        // up the middle would cross every forward edge — it keeps the
        // sideways bow instead. Both still influence ordering directly.
        if matches!(e.kind, EdgeKind::Invisible) || back[ei] {
            succs[lo].push(hi);
            preds[hi].push(lo);
            continue;
        }
        let mut prev = lo;
        let mut chain = Vec::with_capacity(lhi - llo - 1);
        for lay in (llo + 1)..lhi {
            let d = alayer.len();
            alayer.push(lay);
            absize.push(DUMMY_B);
            alsize.push(0.0);
            preds.push(Vec::new());
            succs.push(Vec::new());
            succs[prev].push(d);
            preds[d].push(prev);
            chain.push(d);
            prev = d;
        }
        succs[prev].push(hi);
        preds[hi].push(prev);
        if !ascending {
            chain.reverse(); // store low→high chain in from→to order
        }
        edge_chain[ei] = chain;
    }
    let na = alayer.len();
    let nlayers = alayer.iter().copied().max().unwrap_or(0) + 1;
    let mut layers: Vec<Vec<usize>> = vec![Vec::new(); nlayers];
    for v in 0..na {
        layers[alayer[v]].push(v);
    }

    // --- 3. Reduce crossings: dagre-style ordering. Weighted-median
    // sweeps (down via preds, up via succs) followed by a local
    // adjacent-swap transpose each round. The median heuristic can
    // transiently worsen an ordering, so we keep the layering with the
    // fewest crossings seen across all rounds (keep-best) — this also
    // guards against regressing the natural insertion order on ties.
    let mut pos = vec![0.0f64; na];
    for lv in &layers {
        for (i, &v) in lv.iter().enumerate() {
            pos[v] = i as f64;
        }
    }
    let mut best_layers = layers.clone();
    let mut best_cross = count_crossings(&layers, &succs, &alayer, nlayers);
    for _ in 0..8 {
        for li in 1..nlayers {
            reorder(&mut layers[li], &preds, &mut pos);
        }
        for li in (0..nlayers.saturating_sub(1)).rev() {
            reorder(&mut layers[li], &succs, &mut pos);
        }
        transpose(&mut layers, &preds, &succs, &mut pos, nlayers);
        let c = count_crossings(&layers, &succs, &alayer, nlayers);
        if c < best_cross {
            best_cross = c;
            best_layers = layers.clone();
        }
        if best_cross == 0 {
            break;
        }
    }
    layers = best_layers;
    for lv in &layers {
        for (i, &v) in lv.iter().enumerate() {
            pos[v] = i as f64;
        }
    }

    // --- 4. Coordinates ---
    // Layer positions (l axis): each layer is as tall as its tallest
    // REAL node (dummies contribute zero layer-size).
    let mut lcoord = vec![0.0f64; nlayers];
    let mut cursor = MARGIN;
    for li in 0..nlayers {
        let lh = layers[li].iter().map(|&v| alsize[v]).fold(0.0f64, f64::max);
        lcoord[li] = cursor + lh / 2.0;
        cursor += lh + GAP_L;
    }
    let total_l = cursor - GAP_L + MARGIN;

    // Breadth positions (b axis) via Brandes-Köpf: four vertical
    // alignments (up/down × left/right), each compacted independently,
    // then combined by the per-node median. This is dagre's coordinate
    // assignment — it pins each long edge's dummy chain into a straight
    // vertical run and centres nodes over their aligned neighbours.
    let mut bpos = coordinates_bk(n, na, nlayers, &layers, &preds, &succs, &alayer, &absize);

    // Normalise so the diagram starts at MARGIN (real-node extent).
    let mut minb = f64::INFINITY;
    let mut maxb = f64::NEG_INFINITY;
    for v in 0..n {
        minb = minb.min(bpos[v] - absize[v] / 2.0);
        maxb = maxb.max(bpos[v] + absize[v] / 2.0);
    }
    if n == 0 {
        minb = 0.0;
        maxb = 0.0;
    }
    let shift = MARGIN - minb;
    for v in 0..na {
        bpos[v] += shift;
    }
    let total_b = (maxb - minb) + 2.0 * MARGIN;

    let nodes = (0..n)
        .map(|v| Placed {
            b: bpos[v],
            l: lcoord[alayer[v]],
            bsize: absize[v],
            lsize: alsize[v],
            layer: alayer[v],
        })
        .collect();

    // Edge waypoints (abstract b,l) from each edge's dummy chain, for a
    // renderer that wants to spline the edge through its channel.
    let edge_paths = edge_chain
        .iter()
        .map(|chain| {
            chain
                .iter()
                .map(|&d| (bpos[d], lcoord[alayer[d]]))
                .collect()
        })
        .collect();

    LayoutResult {
        nodes,
        total_b,
        total_l,
        edge_paths,
    }
}

/// Reorder one layer by the weighted median of each node's neighbour
/// positions (dagre's heuristic — more robust to outliers than the
/// barycenter mean). Nodes without neighbours keep their position;
/// ties break by node index so the pass is deterministic.
fn reorder(layer: &mut Vec<usize>, nbrs: &[Vec<usize>], pos: &mut [f64]) {
    let mut keyed: Vec<(f64, usize)> = layer
        .iter()
        .map(|&v| {
            let ns = &nbrs[v];
            let key = if ns.is_empty() {
                pos[v]
            } else {
                wmedian(ns.iter().map(|&u| pos[u]))
            };
            (key, v)
        })
        .collect();
    keyed.sort_by(|a, b| a.0.total_cmp(&b.0).then(a.1.cmp(&b.1)));
    layer.clear();
    for (i, (_, v)) in keyed.into_iter().enumerate() {
        layer.push(v);
        pos[v] = i as f64;
    }
}

/// Dagre's weighted median of a set of neighbour positions. For an even
/// count the two central values are blended by the widths of the gaps
/// on either side, which biases towards the denser cluster.
fn wmedian(vals: impl Iterator<Item = f64>) -> f64 {
    let mut ps: Vec<f64> = vals.collect();
    ps.sort_by(f64::total_cmp);
    let m = ps.len();
    match m {
        0 => -1.0,
        1 => ps[0],
        2 => (ps[0] + ps[1]) / 2.0,
        _ => {
            let mid = m / 2;
            if m % 2 == 1 {
                ps[mid]
            } else {
                let left = ps[mid - 1] - ps[0];
                let right = ps[m - 1] - ps[mid];
                if left + right == 0.0 {
                    (ps[mid - 1] + ps[mid]) / 2.0
                } else {
                    (ps[mid - 1] * right + ps[mid] * left) / (left + right)
                }
            }
        }
    }
}

/// Local adjacent-swap pass (dagre's transpose). Repeatedly walk every
/// layer and swap neighbouring nodes whenever doing so lowers the count
/// of crossings they induce with the layers above and below. Converges
/// quickly; a small guard caps the worst case.
fn transpose(
    layers: &mut [Vec<usize>],
    preds: &[Vec<usize>],
    succs: &[Vec<usize>],
    pos: &mut [f64],
    nlayers: usize,
) {
    let mut improved = true;
    let mut guard = 0;
    while improved && guard < 4 {
        improved = false;
        guard += 1;
        for li in 0..nlayers {
            let len = layers[li].len();
            for i in 0..len.saturating_sub(1) {
                let v = layers[li][i];
                let w = layers[li][i + 1];
                let before = local_crossings(v, w, preds, pos)
                    + local_crossings(v, w, succs, pos);
                let after = local_crossings(w, v, preds, pos)
                    + local_crossings(w, v, succs, pos);
                if after < before {
                    layers[li].swap(i, i + 1);
                    pos[v] = (i + 1) as f64;
                    pos[w] = i as f64;
                    improved = true;
                }
            }
        }
    }
}

/// Crossings induced by placing `v` immediately left of `w`: every pair
/// of edges (v→a, w→b) into the same adjacent layer crosses when a sits
/// to the right of b.
fn local_crossings(v: usize, w: usize, nbrs: &[Vec<usize>], pos: &[f64]) -> usize {
    let mut c = 0;
    for &a in &nbrs[v] {
        for &b in &nbrs[w] {
            if pos[a] > pos[b] {
                c += 1;
            }
        }
    }
    c
}

/// Total edge crossings across every adjacent-layer boundary, counted
/// as position inversions among the lower endpoints. Only genuine
/// layer+1 segments participate (back/invisible links route elsewhere).
fn count_crossings(
    layers: &[Vec<usize>],
    succs: &[Vec<usize>],
    alayer: &[usize],
    nlayers: usize,
) -> usize {
    let mut pos = vec![0usize; alayer.len()];
    for lv in layers {
        for (i, &v) in lv.iter().enumerate() {
            pos[v] = i;
        }
    }
    let mut total = 0;
    for li in 0..nlayers.saturating_sub(1) {
        let mut es: Vec<(usize, usize)> = Vec::new();
        for &u in &layers[li] {
            for &v in &succs[u] {
                if alayer[v] == li + 1 {
                    es.push((pos[u], pos[v]));
                }
            }
        }
        es.sort_by(|a, b| a.0.cmp(&b.0).then(a.1.cmp(&b.1)));
        for i in 0..es.len() {
            for j in (i + 1)..es.len() {
                if es[i].1 > es[j].1 {
                    total += 1;
                }
            }
        }
    }
    total
}

/// Brandes-Köpf coordinate assignment (breadth axis). Runs the four
/// vertical alignments (down/up × left/right), compacts each into a
/// non-overlapping layout, aligns them to the narrowest, and returns
/// the per-node median of the four candidates. Long-edge dummy chains
/// share a block per alignment, so they come out as straight vertical
/// runs — the hallmark of dagre's output.
fn coordinates_bk(
    n: usize,
    na: usize,
    nlayers: usize,
    layers: &[Vec<usize>],
    preds: &[Vec<usize>],
    succs: &[Vec<usize>],
    alayer: &[usize],
    absize: &[f64],
) -> Vec<f64> {
    if na == 0 {
        return Vec::new();
    }

    // Adjacent-layer neighbour sets (back/invisible links that skip a
    // layer are excluded — BK only reasons about layer±1 segments).
    let mut up: Vec<Vec<usize>> = vec![Vec::new(); na];
    let mut down: Vec<Vec<usize>> = vec![Vec::new(); na];
    for v in 0..na {
        for &u in &preds[v] {
            if alayer[u] + 1 == alayer[v] {
                up[v].push(u);
            }
        }
        for &w in &succs[v] {
            if alayer[v] + 1 == alayer[w] {
                down[v].push(w);
            }
        }
    }

    // Position of each node within its layer (natural, un-adjusted).
    let mut order0 = vec![0usize; na];
    for lay in layers {
        for (i, &v) in lay.iter().enumerate() {
            order0[v] = i;
        }
    }

    let conflicts = type1_conflicts(n, nlayers, layers, &up, &order0);

    // Four candidate assignments, keyed by (vert_up, horiz_right).
    let mut cands: Vec<Vec<f64>> = Vec::with_capacity(4);
    for &vert_up in &[false, true] {
        for &horiz_right in &[false, true] {
            // Build the adjusted layering: reverse layer order for the
            // "up" sweeps, reverse within-layer order for the "right".
            let mut al: Vec<Vec<usize>> = layers.to_vec();
            if vert_up {
                al.reverse();
            }
            if horiz_right {
                for lay in al.iter_mut() {
                    lay.reverse();
                }
            }
            let mut aorder = vec![0usize; na];
            for lay in &al {
                for (i, &v) in lay.iter().enumerate() {
                    aorder[v] = i;
                }
            }
            // Align towards the already-processed layer: predecessors
            // for a downward sweep, successors for an upward one.
            let neighbor = if vert_up { &down } else { &up };
            let (root, _align) =
                vertical_alignment(na, &al, neighbor, &aorder, &conflicts);
            let mut xs = horizontal_compaction(na, &al, &root, absize);
            if horiz_right {
                for x in xs.iter_mut() {
                    *x = -*x;
                }
            }
            cands.push(xs);
        }
    }

    // Align the four to the narrowest, then take each node's median.
    align_candidates(&mut cands, n, absize);
    let mut bpos = vec![0.0f64; na];
    for v in 0..na {
        let mut q = [cands[0][v], cands[1][v], cands[2][v], cands[3][v]];
        q.sort_by(f64::total_cmp);
        bpos[v] = (q[1] + q[2]) / 2.0;
    }
    bpos
}

/// Mark type-1 conflicts: a non-inner segment that crosses an inner
/// segment (one strung between two dummy nodes). Aligning across such a
/// pair would kink the long edge, so BK forbids it. Stored symmetrically.
fn type1_conflicts(
    n: usize,
    nlayers: usize,
    layers: &[Vec<usize>],
    up: &[Vec<usize>],
    order: &[usize],
) -> std::collections::HashSet<(usize, usize)> {
    let is_dummy = |v: usize| v >= n;
    let mut conflicts = std::collections::HashSet::new();
    for li in 1..nlayers {
        let lower = &layers[li];
        let prev_len = layers[li - 1].len();
        let mut k0 = 0usize;
        let mut scan = 0usize;
        for (l1, &v) in lower.iter().enumerate() {
            // Inner segment: v is a dummy whose upper neighbour is a dummy.
            let w = if is_dummy(v) {
                up[v].iter().copied().find(|&u| is_dummy(u))
            } else {
                None
            };
            let is_last = l1 + 1 == lower.len();
            if w.is_some() || is_last {
                let k1 = w.map(|ww| order[ww]).unwrap_or(prev_len);
                for &scan_node in &lower[scan..=l1] {
                    for &u in &up[scan_node] {
                        let upos = order[u];
                        if (upos < k0 || upos > k1) && !(is_dummy(u) && is_dummy(scan_node)) {
                            let pair = if u < scan_node { (u, scan_node) } else { (scan_node, u) };
                            conflicts.insert(pair);
                        }
                    }
                }
                scan = l1 + 1;
                k0 = k1;
            }
        }
    }
    conflicts
}

/// One BK vertical alignment. Walks layers top-to-bottom (in adjusted
/// order); each node tries to align with its median neighbour in the
/// already-placed layer, forming blocks identified by a shared root.
fn vertical_alignment(
    na: usize,
    al: &[Vec<usize>],
    neighbor: &[Vec<usize>],
    aorder: &[usize],
    conflicts: &std::collections::HashSet<(usize, usize)>,
) -> (Vec<usize>, Vec<usize>) {
    let mut root: Vec<usize> = (0..na).collect();
    let mut align: Vec<usize> = (0..na).collect();
    for lay in al {
        let mut prev_idx: i64 = -1;
        for &v in lay {
            let mut ws: Vec<usize> = neighbor[v].clone();
            if ws.is_empty() {
                continue;
            }
            ws.sort_by_key(|&w| aorder[w]);
            let m = ws.len();
            let lo = (m - 1) / 2;
            let hi = m / 2;
            for &w in &ws[lo..=hi] {
                let pair = if v < w { (v, w) } else { (w, v) };
                if align[v] == v
                    && prev_idx < aorder[w] as i64
                    && !conflicts.contains(&pair)
                {
                    align[w] = v;
                    root[v] = root[w];
                    align[v] = root[w];
                    prev_idx = aorder[w] as i64;
                }
            }
        }
    }
    (root, align)
}

/// Compact the blocks of one alignment along the breadth axis. Builds
/// the block graph (min-separation edges between consecutive roots in a
/// layer), pushes every block as far left as its predecessors allow,
/// then pulls it back right toward its successors without overlap.
fn horizontal_compaction(
    na: usize,
    al: &[Vec<usize>],
    root: &[usize],
    absize: &[f64],
) -> Vec<f64> {
    // Block graph as adjacency lists over root nodes.
    let mut bin: Vec<Vec<(usize, f64)>> = vec![Vec::new(); na]; // (pred_root, sep)
    let mut bout: Vec<Vec<(usize, f64)>> = vec![Vec::new(); na]; // (succ_root, sep)
    let mut is_block = vec![false; na];
    for lay in al {
        let mut prev: Option<usize> = None;
        for &v in lay {
            let vr = root[v];
            is_block[vr] = true;
            if let Some(u) = prev {
                let ur = root[u];
                let sep = absize[u] / 2.0 + GAP_B + absize[v] / 2.0;
                // Merge parallel separations by their max.
                if let Some(e) = bout[ur].iter_mut().find(|(t, _)| *t == vr) {
                    if sep > e.1 {
                        e.1 = sep;
                    }
                    if let Some(e2) = bin[vr].iter_mut().find(|(t, _)| *t == ur) {
                        e2.1 = e.1;
                    }
                } else {
                    bout[ur].push((vr, sep));
                    bin[vr].push((ur, sep));
                }
            }
            prev = Some(v);
        }
    }

    let mut xs = vec![0.0f64; na];
    // Pass 1 — leftmost feasible: post-order DFS so every predecessor
    // block is placed before the block that leans on it.
    let mut visited = vec![false; na];
    let mut stack: Vec<usize> = (0..na).filter(|&v| is_block[v]).collect();
    while let Some(elem) = stack.pop() {
        if visited[elem] {
            let mut x = 0.0f64;
            for &(p, sep) in &bin[elem] {
                x = x.max(xs[p] + sep);
            }
            xs[elem] = x;
        } else {
            visited[elem] = true;
            stack.push(elem);
            for &(p, _) in &bin[elem] {
                stack.push(p);
            }
        }
    }
    // Pass 2 — pull right toward successors to centre, never overlapping.
    let mut visited2 = vec![false; na];
    let mut stack2: Vec<usize> = (0..na).filter(|&v| is_block[v]).collect();
    while let Some(elem) = stack2.pop() {
        if visited2[elem] {
            let mut min = f64::INFINITY;
            for &(s, sep) in &bout[elem] {
                min = min.min(xs[s] - sep);
            }
            if min.is_finite() {
                xs[elem] = xs[elem].max(min);
            }
        } else {
            visited2[elem] = true;
            stack2.push(elem);
            for &(s, _) in &bout[elem] {
                stack2.push(s);
            }
        }
    }

    // Project block coordinates back onto every member node.
    let mut out = vec![0.0f64; na];
    for v in 0..na {
        out[v] = xs[root[v]];
    }
    out
}

/// Shift the four alignments so they share a reference frame, then leave
/// them for the median blend. Left-biased alignments align on their min
/// edge, right-biased on their max, matching dagre's `alignCoordinates`.
fn align_candidates(cands: &mut [Vec<f64>], n: usize, absize: &[f64]) {
    // Pick the narrowest (by real-node extent) as the anchor frame.
    let extent = |xs: &[f64]| -> (f64, f64) {
        let mut lo = f64::INFINITY;
        let mut hi = f64::NEG_INFINITY;
        for v in 0..n {
            lo = lo.min(xs[v] - absize[v] / 2.0);
            hi = hi.max(xs[v] + absize[v] / 2.0);
        }
        (lo, hi)
    };
    let mut anchor = 0usize;
    let mut best_w = f64::INFINITY;
    for (i, xs) in cands.iter().enumerate() {
        let (lo, hi) = extent(xs);
        if hi - lo < best_w {
            best_w = hi - lo;
            anchor = i;
        }
    }
    let (amin, amax) = extent(&cands[anchor]);
    for (i, xs) in cands.iter_mut().enumerate() {
        if i == anchor {
            continue;
        }
        let (lo, hi) = extent(xs);
        // Even indices are left-biased (l), odd are right-biased (r).
        let delta = if i % 2 == 0 { amin - lo } else { amax - hi };
        if delta != 0.0 {
            for x in xs.iter_mut() {
                *x += delta;
            }
        }
    }
}